Loop update 1/4
parent
2453a18d9c
commit
dbdd585c48
221
arena.lua
221
arena.lua
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@ -348,229 +348,12 @@ function Arena:update(dt)
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end
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end
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if self.shop_text then self.shop_text:update(dt) end
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if self.shop_text then self.shop_text:update(dt) end
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-- print(self.enemy_spawns_prevented)
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if input.escape.pressed and not self.transitioning and not self.in_credits and not self.choosing_passives then
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if input.escape.pressed and not self.transitioning and not self.in_credits and not self.choosing_passives then
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if not self.paused then
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if not self.paused then
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input:set_mouse_visible(true)
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open_options(self)
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trigger:tween(0.25, _G, {slow_amount = 0}, math.linear, function()
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slow_amount = 0
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self.paused = true
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self.paused_t1 = Text2{group = self.ui, x = gw/2, y = gh/2 - 108, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]<-, a or m1 ->, d or m2', font = fat_font, alignment = 'center'}}}
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self.paused_t2 = Text2{group = self.ui, x = gw/2, y = gh/2 - 92, lines = {{text = '[bg10]turn left turn right', font = pixul_font, alignment = 'center'}}}
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self.ng_t = Text2{group = self.ui, x = gw/2 + 63, y = gh - 50, lines = {{text = '[bg10]current: ' .. current_new_game_plus, font = pixul_font, alignment = 'center'}}}
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self.resume_button = Button{group = self.ui, x = gw/2, y = gh - 225, force_update = true, button_text = 'resume game (esc)', fg_color = 'bg10', bg_color = 'bg', action = function(b)
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trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function()
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slow_amount = 1
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self.paused = false
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if self.paused_t1 then self.paused_t1.dead = true; self.paused_t1 = nil end
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if self.paused_t2 then self.paused_t2.dead = true; self.paused_t2 = nil end
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if self.ng_t then self.ng_t.dead = true; self.ng_t = nil end
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if self.resume_button then self.resume_button.dead = true; self.resume_button = nil end
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if self.restart_button then self.restart_button.dead = true; self.restart_button = nil end
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if self.mouse_button then self.mouse_button.dead = true; self.mouse_button = nil end
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if self.dark_transition_button then self.dark_transition_button.dead = true; self.dark_transition_button = nil end
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if self.sfx_button then self.sfx_button.dead = true; self.sfx_button = nil end
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if self.music_button then self.music_button.dead = true; self.music_button = nil end
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if self.video_button_1 then self.video_button_1.dead = true; self.video_button_1 = nil end
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if self.video_button_2 then self.video_button_2.dead = true; self.video_button_2 = nil end
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if self.video_button_3 then self.video_button_3.dead = true; self.video_button_3 = nil end
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if self.quit_button then self.quit_button.dead = true; self.quit_button = nil end
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if self.screen_shake_button then self.screen_shake_button.dead = true; self.screen_shake_button = nil end
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if self.screen_movement_button then self.screen_movement_button.dead = true; self.screen_movement_button = nil end
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if self.cooldown_snake_button then self.cooldown_snake_button.dead = true; self.cooldown_snake_button = nil end
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if self.arrow_snake_button then self.arrow_snake_button.dead = true; self.arrow_snake_button = nil end
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if self.ng_plus_plus_button then self.ng_plus_plus_button.dead = true; self.ng_plus_plus_button = nil end
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if self.ng_plus_minus_button then self.ng_plus_minus_button.dead = true; self.ng_plus_minus_button = nil end
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system.save_state()
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end, 'pause')
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end}
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self.restart_button = Button{group = self.ui, x = gw/2, y = gh - 200, force_update = true, button_text = 'restart run (r)', fg_color = 'bg10', bg_color = 'bg', action = function(b)
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self.transitioning = true
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ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = state.dark_transitions and bg[-2] or fg[0], transition_action = function()
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slow_amount = 1
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gold = 3
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passives = {}
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main_song_instance:stop()
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run_passive_pool = {
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'centipede', 'ouroboros_technique_r', 'ouroboros_technique_l', 'amplify', 'resonance', 'ballista', 'call_of_the_void', 'crucio', 'speed_3', 'damage_4', 'shoot_5', 'death_6', 'lasting_7',
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'defensive_stance', 'offensive_stance', 'kinetic_bomb', 'porcupine_technique', 'last_stand', 'seeping', 'deceleration', 'annihilation', 'malediction', 'hextouch', 'whispers_of_doom',
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'tremor', 'heavy_impact', 'fracture', 'meat_shield', 'hive', 'baneling_burst', 'blunt_arrow', 'explosive_arrow', 'divine_machine_arrow', 'chronomancy', 'awakening', 'divine_punishment',
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'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism',
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'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance'
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}
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max_units = 7 + current_new_game_plus
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main:add(BuyScreen'buy_screen')
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locked_state = nil
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system.save_run()
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main:go_to('buy_screen', 1, {}, passives, 1, 0)
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end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
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end}
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self.mouse_button = Button{group = self.ui, x = gw/2 - 57, y = gh - 150, force_update = true, button_text = 'mouse control: ' .. tostring(state.mouse_control and 'yes' or 'no'), fg_color = 'bg10', bg_color = 'bg',
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action = function(b)
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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state.mouse_control = not state.mouse_control
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b:set_text('mouse control: ' .. tostring(state.mouse_control and 'yes' or 'no'))
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input:set_mouse_visible(state.mouse_control)
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end}
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self.dark_transition_button = Button{group = self.ui, x = gw/2 + 64, y = gh - 150, force_update = true, button_text = 'dark transitions: ' .. tostring(state.dark_transitions and 'yes' or 'no'),
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fg_color = 'bg10', bg_color = 'bg', action = function(b)
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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state.dark_transitions = not state.dark_transitions
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b:set_text('dark transitions: ' .. tostring(state.dark_transitions and 'yes' or 'no'))
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end}
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self.sfx_button = Button{group = self.ui, x = gw/2 - 46, y = gh - 175, force_update = true, button_text = 'sounds (n): ' .. tostring(state.volume_muted and 'no' or 'yes'), fg_color = 'bg10', bg_color = 'bg',
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action = function(b)
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ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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b.spring:pull(0.2, 200, 10)
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b.selected = true
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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if sfx.volume == 0.5 then
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sfx.volume = 0
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state.volume_muted = true
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elseif sfx.volume == 0 then
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sfx.volume = 0.5
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state.volume_muted = false
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end
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b:set_text('sounds (n): ' .. tostring(state.volume_muted and 'no' or 'yes'))
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end}
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self.music_button = Button{group = self.ui, x = gw/2 + 46, y = gh - 175, force_update = true, button_text = 'music (m): ' .. tostring(state.music_muted and 'no' or 'yes'), fg_color = 'bg10', bg_color = 'bg',
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action = function(b)
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ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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b.spring:pull(0.2, 200, 10)
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b.selected = true
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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if music.volume == 0.5 then
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music.volume = 0
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state.music_muted = true
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elseif music.volume == 0 then
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music.volume = 0.5
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state.music_muted = false
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end
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b:set_text('music (m): ' .. tostring(state.music_muted and 'no' or 'yes'))
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end}
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self.video_button_1 = Button{group = self.ui, x = gw/2 - 86, y = gh - 125, force_update = true, button_text = 'window size-', fg_color = 'bg10', bg_color = 'bg', action = function()
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if sx > 1 and sy > 1 then
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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sx, sy = sx - 1, sy - 1
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love.window.setMode(480*sx, 270*sy)
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state.sx, state.sy = sx, sy
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state.fullscreen = false
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end
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end}
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self.video_button_2 = Button{group = self.ui, x = gw/2, y = gh - 125, force_update = true, button_text = 'window size+', fg_color = 'bg10', bg_color = 'bg', action = function()
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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sx, sy = sx + 1, sy + 1
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love.window.setMode(480*sx, 270*sy)
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state.sx, state.sy = sx, sy
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state.fullscreen = false
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end}
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self.video_button_3 = Button{group = self.ui, x = gw/2 + 79, y = gh - 125, force_update = true, button_text = 'fullscreen', fg_color = 'bg10', bg_color = 'bg', action = function()
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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local _, _, flags = love.window.getMode()
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local window_width, window_height = love.window.getDesktopDimensions(flags.display)
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sx, sy = window_width/480, window_height/270
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ww, wh = window_width, window_height
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love.window.setMode(window_width, window_height, {fullscreen = true})
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state.fullscreen = true
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end}
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self.screen_shake_button = Button{group = self.ui, x = gw/2 - 57, y = gh - 100, w = 110, force_update = true, button_text = '[bg10]screen shake: ' .. tostring(state.no_screen_shake and 'no' or 'yes'),
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fg_color = 'bg10', bg_color = 'bg', action = function(b)
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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state.no_screen_shake = not state.no_screen_shake
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b:set_text('screen shake: ' .. tostring(state.no_screen_shake and 'no' or 'yes'))
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end}
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self.cooldown_snake_button = Button{group = self.ui, x = gw/2 + 75, y = gh - 100, w = 145, force_update = true, button_text = '[bg10]cooldowns on snake: ' .. tostring(state.cooldown_snake and 'yes' or 'no'),
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fg_color = 'bg10', bg_color = 'bg', action = function(b)
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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state.cooldown_snake = not state.cooldown_snake
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b:set_text('cooldowns on snake: ' .. tostring(state.cooldown_snake and 'yes' or 'no'))
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end}
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self.arrow_snake_button = Button{group = self.ui, x = gw/2 + 65, y = gh - 75, w = 125, force_update = true, button_text = '[bg10]arrow on snake: ' .. tostring(state.arrow_snake and 'yes' or 'no'),
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fg_color = 'bg10', bg_color = 'bg', action = function(b)
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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state.arrow_snake = not state.arrow_snake
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b:set_text('arrow on snake: ' .. tostring(state.arrow_snake and 'yes' or 'no'))
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end}
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self.screen_movement_button = Button{group = self.ui, x = gw/2 - 69, y = gh - 75, w = 135, force_update = true, button_text = '[bg10]screen movement: ' .. tostring(state.no_screen_movement and 'no' or 'yes'),
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fg_color = 'bg10', bg_color = 'bg', action = function(b)
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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state.no_screen_movement = not state.no_screen_movement
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if state.no_screen_movement then
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camera.x, camera.y = gw/2, gh/2
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camera.r = 0
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end
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b:set_text('screen movement: ' .. tostring(state.no_screen_movement and 'no' or 'yes'))
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end}
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self.ng_plus_minus_button = Button{group = self.ui, x = gw/2 - 58, y = gh - 50, force_update = true, button_text = 'NG+ down', fg_color = 'bg10', bg_color = 'bg', action = function(b)
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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b.spring:pull(0.2, 200, 10)
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b.selected = true
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current_new_game_plus = math.clamp(current_new_game_plus - 1, 0, 5)
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state.current_new_game_plus = current_new_game_plus
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self.ng_t.text:set_text({{text = '[bg10]current: ' .. current_new_game_plus, font = pixul_font, alignment = 'center'}})
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end}
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self.ng_plus_plus_button = Button{group = self.ui, x = gw/2 + 5, y = gh - 50, force_update = true, button_text = 'NG+ up', fg_color = 'bg10', bg_color = 'bg', action = function(b)
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ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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b.spring:pull(0.2, 200, 10)
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b.selected = true
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current_new_game_plus = math.clamp(current_new_game_plus + 1, 0, new_game_plus)
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state.current_new_game_plus = current_new_game_plus
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self.ng_t.text:set_text({{text = '[bg10]current: ' .. current_new_game_plus, font = pixul_font, alignment = 'center'}})
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end}
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self.quit_button = Button{group = self.ui, x = gw/2, y = gh - 25, force_update = true, button_text = 'quit', fg_color = 'bg10', bg_color = 'bg', action = function()
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system.save_state()
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steam.shutdown()
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love.event.quit()
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end}
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end, 'pause')
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else
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else
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if not state.mouse_control then
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close_options(self)
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input:set_mouse_visible(false)
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end
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trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function()
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slow_amount = 1
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self.paused = false
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if self.paused_t1 then self.paused_t1.dead = true; self.paused_t1 = nil end
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if self.paused_t2 then self.paused_t2.dead = true; self.paused_t2 = nil end
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if self.ng_t then self.ng_t.dead = true; self.ng_t = nil end
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if self.resume_button then self.resume_button.dead = true; self.resume_button = nil end
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if self.restart_button then self.restart_button.dead = true; self.restart_button = nil end
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if self.mouse_button then self.mouse_button.dead = true; self.mouse_button = nil end
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if self.dark_transition_button then self.dark_transition_button.dead = true; self.dark_transition_button = nil end
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if self.sfx_button then self.sfx_button.dead = true; self.sfx_button = nil end
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if self.music_button then self.music_button.dead = true; self.music_button = nil end
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if self.video_button_1 then self.video_button_1.dead = true; self.video_button_1 = nil end
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if self.video_button_2 then self.video_button_2.dead = true; self.video_button_2 = nil end
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if self.video_button_3 then self.video_button_3.dead = true; self.video_button_3 = nil end
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if self.screen_shake_button then self.screen_shake_button.dead = true; self.screen_shake_button = nil end
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if self.screen_movement_button then self.screen_movement_button.dead = true; self.screen_movement_button = nil end
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if self.cooldown_snake_button then self.cooldown_snake_button.dead = true; self.cooldown_snake_button = nil end
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if self.arrow_snake_button then self.arrow_snake_button.dead = true; self.arrow_snake_button = nil end
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if self.quit_button then self.quit_button.dead = true; self.quit_button = nil end
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if self.ng_plus_plus_button then self.ng_plus_plus_button.dead = true; self.ng_plus_plus_button = nil end
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if self.ng_plus_minus_button then self.ng_plus_minus_button.dead = true; self.ng_plus_minus_button = nil end
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system.save_state()
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end, 'pause')
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end
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end
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end
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end
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@ -165,6 +165,7 @@ function BuyScreen:on_enter(from, level, units, passives, shop_level, shop_xp)
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trigger:tween(1, main_song_instance, {volume = 0.2}, math.linear)
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trigger:tween(1, main_song_instance, {volume = 0.2}, math.linear)
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--[[
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if self.level == 1 then
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if self.level == 1 then
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self.screen_text = Text2{group = self.ui, x = gw/2, y = gh/2, lines = {
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self.screen_text = Text2{group = self.ui, x = gw/2, y = gh/2, lines = {
|
||||||
{text = '[bg3]press K if screen is too large', font = pixul_font, alignment = 'center'},
|
{text = '[bg3]press K if screen is too large', font = pixul_font, alignment = 'center'},
|
||||||
|
@ -174,6 +175,7 @@ function BuyScreen:on_enter(from, level, units, passives, shop_level, shop_xp)
|
||||||
self.t:tween(0.2, self.screen_text, {sy = 0}, math.linear, function() self.screen_text.sy = 0 end)
|
self.t:tween(0.2, self.screen_text, {sy = 0}, math.linear, function() self.screen_text.sy = 0 end)
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
]]--
|
||||||
|
|
||||||
locked_state = {locked = self.locked, cards = {self.cards[1] and self.cards[1].unit, self.cards[2] and self.cards[2].unit, self.cards[3] and self.cards[3].unit}}
|
locked_state = {locked = self.locked, cards = {self.cards[1] and self.cards[1].unit, self.cards[2] and self.cards[2].unit, self.cards[3] and self.cards[3].unit}}
|
||||||
system.save_run(self.level, gold, self.units, self.passives, self.shop_level, self.shop_xp, run_passive_pool, locked_state)
|
system.save_run(self.level, gold, self.units, self.passives, self.shop_level, self.shop_xp, run_passive_pool, locked_state)
|
||||||
|
@ -187,7 +189,7 @@ function BuyScreen:update(dt)
|
||||||
|
|
||||||
self:update_game_object(dt*slow_amount)
|
self:update_game_object(dt*slow_amount)
|
||||||
|
|
||||||
if not self.in_tutorial then
|
if not self.in_tutorial and not self.paused then
|
||||||
self.main:update(dt*slow_amount)
|
self.main:update(dt*slow_amount)
|
||||||
self.effects:update(dt*slow_amount)
|
self.effects:update(dt*slow_amount)
|
||||||
self.ui:update(dt*slow_amount)
|
self.ui:update(dt*slow_amount)
|
||||||
|
@ -198,6 +200,7 @@ function BuyScreen:update(dt)
|
||||||
if self.ng_text then self.ng_text:update(dt) end
|
if self.ng_text then self.ng_text:update(dt) end
|
||||||
if self.level_text then self.level_text:update(dt) end
|
if self.level_text then self.level_text:update(dt) end
|
||||||
else
|
else
|
||||||
|
self.ui:update(dt*slow_amount)
|
||||||
self.tutorial:update(dt*slow_amount)
|
self.tutorial:update(dt*slow_amount)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -205,6 +208,14 @@ function BuyScreen:update(dt)
|
||||||
self:quit_tutorial()
|
self:quit_tutorial()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
if input.escape.pressed and not self.transitioning and not self.in_tutorial then
|
||||||
|
if not self.paused then
|
||||||
|
open_options(self)
|
||||||
|
else
|
||||||
|
close_options(self)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
for _, part in ipairs(self.characters) do
|
for _, part in ipairs(self.characters) do
|
||||||
part.y = 40 + (part.i-1)*19
|
part.y = 40 + (part.i-1)*19
|
||||||
end
|
end
|
||||||
|
@ -230,6 +241,7 @@ function BuyScreen:draw()
|
||||||
self.effects:draw()
|
self.effects:draw()
|
||||||
if self.items_text then self.items_text:draw(32, 145) end
|
if self.items_text then self.items_text:draw(32, 145) end
|
||||||
if self.level_text then self.level_text:draw(265, gh - 20) end
|
if self.level_text then self.level_text:draw(265, gh - 20) end
|
||||||
|
if self.paused then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end
|
||||||
self.ui:draw()
|
self.ui:draw()
|
||||||
|
|
||||||
if self.unit_grabbed then
|
if self.unit_grabbed then
|
||||||
|
@ -255,6 +267,7 @@ function BuyScreen:draw()
|
||||||
arrow:draw(gw/2 + 93, gh/2 - 10, 0, 0.4, 0.35)
|
arrow:draw(gw/2 + 93, gh/2 - 10, 0, 0.4, 0.35)
|
||||||
end
|
end
|
||||||
self.tutorial:draw()
|
self.tutorial:draw()
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -66,10 +66,10 @@ function engine_run(config)
|
||||||
|
|
||||||
if state.sx and state.sy then
|
if state.sx and state.sy then
|
||||||
sx, sy = state.sx, state.sy
|
sx, sy = state.sx, state.sy
|
||||||
love.window.setMode(state.sx*gw, state.sy*gh, {fullscreen = state.fullscreen, vsync = config.vsync, msaa = msaa or 0, display = config.display})
|
love.window.setMode(state.sx*gw, state.sy*gh, {vsync = config.vsync, msaa = msaa or 0, display = config.display})
|
||||||
else
|
else
|
||||||
state.sx, state.sy = sx, sy
|
state.sx, state.sy = sx, sy
|
||||||
love.window.setMode(window_width, window_height, {fullscreen = config.fullscreen, vsync = config.vsync, msaa = msaa or 0, display = config.display})
|
love.window.setMode(window_width, window_height, {vsync = config.vsync, msaa = msaa or 0, display = config.display})
|
||||||
end
|
end
|
||||||
love.window.setTitle(config.game_name)
|
love.window.setTitle(config.game_name)
|
||||||
|
|
||||||
|
|
287
main.lua
287
main.lua
|
@ -1,6 +1,7 @@
|
||||||
require 'engine'
|
require 'engine'
|
||||||
require 'shared'
|
require 'shared'
|
||||||
require 'arena'
|
require 'arena'
|
||||||
|
require 'mainmenu'
|
||||||
require 'buy_screen'
|
require 'buy_screen'
|
||||||
require 'objects'
|
require 'objects'
|
||||||
require 'player'
|
require 'player'
|
||||||
|
@ -1474,17 +1475,6 @@ function init()
|
||||||
'magnetism', 'insurance', 'dividends'
|
'magnetism', 'insurance', 'dividends'
|
||||||
}
|
}
|
||||||
|
|
||||||
local run = system.load_run()
|
|
||||||
run_passive_pool = run.run_passive_pool or {
|
|
||||||
'centipede', 'ouroboros_technique_r', 'ouroboros_technique_l', 'amplify', 'resonance', 'ballista', 'call_of_the_void', 'crucio', 'speed_3', 'damage_4', 'shoot_5', 'death_6', 'lasting_7',
|
|
||||||
'defensive_stance', 'offensive_stance', 'kinetic_bomb', 'porcupine_technique', 'last_stand', 'seeping', 'deceleration', 'annihilation', 'malediction', 'hextouch', 'whispers_of_doom',
|
|
||||||
'tremor', 'heavy_impact', 'fracture', 'meat_shield', 'hive', 'baneling_burst', 'blunt_arrow', 'explosive_arrow', 'divine_machine_arrow', 'chronomancy', 'awakening', 'divine_punishment',
|
|
||||||
'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism',
|
|
||||||
'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance'
|
|
||||||
}
|
|
||||||
gold = run.gold or 3
|
|
||||||
passives = run.passives or {}
|
|
||||||
locked_state = run.locked_state
|
|
||||||
steam.userStats.requestCurrentStats()
|
steam.userStats.requestCurrentStats()
|
||||||
new_game_plus = state.new_game_plus or 0
|
new_game_plus = state.new_game_plus or 0
|
||||||
if not state.new_game_plus then state.new_game_plus = new_game_plus end
|
if not state.new_game_plus then state.new_game_plus = new_game_plus end
|
||||||
|
@ -1492,12 +1482,15 @@ function init()
|
||||||
if not state.current_new_game_plus then state.current_new_game_plus = current_new_game_plus end
|
if not state.current_new_game_plus then state.current_new_game_plus = current_new_game_plus end
|
||||||
max_units = 7 + current_new_game_plus
|
max_units = 7 + current_new_game_plus
|
||||||
|
|
||||||
main = Main()
|
|
||||||
|
|
||||||
main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5}
|
main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5}
|
||||||
|
main = Main()
|
||||||
|
main:add(MainMenu'mainmenu')
|
||||||
|
main:go_to('mainmenu')
|
||||||
|
|
||||||
|
--[[
|
||||||
main:add(BuyScreen'buy_screen')
|
main:add(BuyScreen'buy_screen')
|
||||||
main:go_to('buy_screen', run.level or 1, run.units or {}, passives, run.shop_level or 1, run.shop_xp or 0)
|
main:go_to('buy_screen', run.level or 1, run.units or {}, passives, run.shop_level or 1, run.shop_xp or 0)
|
||||||
|
]]--
|
||||||
-- main:go_to('buy_screen', 7, run.units or {}, {'unleash'})
|
-- main:go_to('buy_screen', 7, run.units or {}, {'unleash'})
|
||||||
|
|
||||||
--[[
|
--[[
|
||||||
|
@ -1552,6 +1545,7 @@ function update(dt)
|
||||||
end
|
end
|
||||||
]]--
|
]]--
|
||||||
|
|
||||||
|
--[[
|
||||||
if input.n.pressed then
|
if input.n.pressed then
|
||||||
if main.current.sfx_button then
|
if main.current.sfx_button then
|
||||||
main.current.sfx_button:action()
|
main.current.sfx_button:action()
|
||||||
|
@ -1581,10 +1575,11 @@ function update(dt)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
]]--
|
||||||
|
|
||||||
if input.k.pressed then
|
if input.k.pressed then
|
||||||
if sx > 1 and sy > 1 then
|
if sx > 1 and sy > 1 then
|
||||||
sx, sy = sx - 1, sy - 1
|
sx, sy = sx - 0.5, sy - 0.5
|
||||||
love.window.setMode(480*sx, 270*sy)
|
love.window.setMode(480*sx, 270*sy)
|
||||||
state.sx, state.sy = sx, sy
|
state.sx, state.sy = sx, sy
|
||||||
state.fullscreen = false
|
state.fullscreen = false
|
||||||
|
@ -1592,7 +1587,7 @@ function update(dt)
|
||||||
end
|
end
|
||||||
|
|
||||||
if input.l.pressed then
|
if input.l.pressed then
|
||||||
sx, sy = sx + 1, sy + 1
|
sx, sy = sx + 0.5, sy + 0.5
|
||||||
love.window.setMode(480*sx, 270*sy)
|
love.window.setMode(480*sx, 270*sy)
|
||||||
state.sx, state.sy = sx, sy
|
state.sx, state.sy = sx, sy
|
||||||
state.fullscreen = false
|
state.fullscreen = false
|
||||||
|
@ -1614,10 +1609,268 @@ function draw()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
function open_options(self)
|
||||||
|
input:set_mouse_visible(true)
|
||||||
|
trigger:tween(0.25, _G, {slow_amount = 0}, math.linear, function()
|
||||||
|
slow_amount = 0
|
||||||
|
self.paused = true
|
||||||
|
|
||||||
|
if self:is(Arena) then
|
||||||
|
self.paused_t1 = Text2{group = self.ui, x = gw/2, y = gh/2 - 108, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]<-, a or m1 ->, d or m2', font = fat_font, alignment = 'center'}}}
|
||||||
|
self.paused_t2 = Text2{group = self.ui, x = gw/2, y = gh/2 - 92, lines = {{text = '[bg10]turn left turn right', font = pixul_font, alignment = 'center'}}}
|
||||||
|
end
|
||||||
|
|
||||||
|
if self:is(MainMenu) then
|
||||||
|
self.ng_t = Text2{group = self.ui, x = gw/2 + 63, y = gh - 50, lines = {{text = '[bg10]current: ' .. current_new_game_plus, font = pixul_font, alignment = 'center'}}}
|
||||||
|
end
|
||||||
|
|
||||||
|
self.resume_button = Button{group = self.ui, x = gw/2, y = gh - 225, force_update = true, button_text = 'resume game (esc)', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function()
|
||||||
|
slow_amount = 1
|
||||||
|
self.paused = false
|
||||||
|
if self.paused_t1 then self.paused_t1.dead = true; self.paused_t1 = nil end
|
||||||
|
if self.paused_t2 then self.paused_t2.dead = true; self.paused_t2 = nil end
|
||||||
|
if self.ng_t then self.ng_t.dead = true; self.ng_t = nil end
|
||||||
|
if self.resume_button then self.resume_button.dead = true; self.resume_button = nil end
|
||||||
|
if self.restart_button then self.restart_button.dead = true; self.restart_button = nil end
|
||||||
|
if self.mouse_button then self.mouse_button.dead = true; self.mouse_button = nil end
|
||||||
|
if self.dark_transition_button then self.dark_transition_button.dead = true; self.dark_transition_button = nil end
|
||||||
|
if self.sfx_button then self.sfx_button.dead = true; self.sfx_button = nil end
|
||||||
|
if self.music_button then self.music_button.dead = true; self.music_button = nil end
|
||||||
|
if self.video_button_1 then self.video_button_1.dead = true; self.video_button_1 = nil end
|
||||||
|
if self.video_button_2 then self.video_button_2.dead = true; self.video_button_2 = nil end
|
||||||
|
if self.video_button_3 then self.video_button_3.dead = true; self.video_button_3 = nil end
|
||||||
|
if self.video_button_4 then self.video_button_4.dead = true; self.video_button_4 = nil end
|
||||||
|
if self.quit_button then self.quit_button.dead = true; self.quit_button = nil end
|
||||||
|
if self.screen_shake_button then self.screen_shake_button.dead = true; self.screen_shake_button = nil end
|
||||||
|
if self.screen_movement_button then self.screen_movement_button.dead = true; self.screen_movement_button = nil end
|
||||||
|
if self.cooldown_snake_button then self.cooldown_snake_button.dead = true; self.cooldown_snake_button = nil end
|
||||||
|
if self.arrow_snake_button then self.arrow_snake_button.dead = true; self.arrow_snake_button = nil end
|
||||||
|
if self.ng_plus_plus_button then self.ng_plus_plus_button.dead = true; self.ng_plus_plus_button = nil end
|
||||||
|
if self.ng_plus_minus_button then self.ng_plus_minus_button.dead = true; self.ng_plus_minus_button = nil end
|
||||||
|
system.save_state()
|
||||||
|
end, 'pause')
|
||||||
|
end}
|
||||||
|
|
||||||
|
if not self:is(MainMenu) then
|
||||||
|
self.restart_button = Button{group = self.ui, x = gw/2, y = gh - 200, force_update = true, button_text = 'restart run (r)', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
self.transitioning = true
|
||||||
|
ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = state.dark_transitions and bg[-2] or fg[0], transition_action = function()
|
||||||
|
slow_amount = 1
|
||||||
|
gold = 3
|
||||||
|
passives = {}
|
||||||
|
main_song_instance:stop()
|
||||||
|
run_passive_pool = {
|
||||||
|
'centipede', 'ouroboros_technique_r', 'ouroboros_technique_l', 'amplify', 'resonance', 'ballista', 'call_of_the_void', 'crucio', 'speed_3', 'damage_4', 'shoot_5', 'death_6', 'lasting_7',
|
||||||
|
'defensive_stance', 'offensive_stance', 'kinetic_bomb', 'porcupine_technique', 'last_stand', 'seeping', 'deceleration', 'annihilation', 'malediction', 'hextouch', 'whispers_of_doom',
|
||||||
|
'tremor', 'heavy_impact', 'fracture', 'meat_shield', 'hive', 'baneling_burst', 'blunt_arrow', 'explosive_arrow', 'divine_machine_arrow', 'chronomancy', 'awakening', 'divine_punishment',
|
||||||
|
'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism',
|
||||||
|
'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance'
|
||||||
|
}
|
||||||
|
max_units = 7 + current_new_game_plus
|
||||||
|
main:add(BuyScreen'buy_screen')
|
||||||
|
locked_state = nil
|
||||||
|
system.save_run()
|
||||||
|
main:go_to('buy_screen', 1, {}, passives, 1, 0)
|
||||||
|
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
|
||||||
|
end}
|
||||||
|
end
|
||||||
|
|
||||||
|
self.mouse_button = Button{group = self.ui, x = gw/2 - 57, y = gh - 150, force_update = true, button_text = 'mouse control: ' .. tostring(state.mouse_control and 'yes' or 'no'), fg_color = 'bg10', bg_color = 'bg',
|
||||||
|
action = function(b)
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
state.mouse_control = not state.mouse_control
|
||||||
|
b:set_text('mouse control: ' .. tostring(state.mouse_control and 'yes' or 'no'))
|
||||||
|
end}
|
||||||
|
|
||||||
|
self.dark_transition_button = Button{group = self.ui, x = gw/2 + 64, y = gh - 150, force_update = true, button_text = 'dark transitions: ' .. tostring(state.dark_transitions and 'yes' or 'no'),
|
||||||
|
fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
state.dark_transitions = not state.dark_transitions
|
||||||
|
b:set_text('dark transitions: ' .. tostring(state.dark_transitions and 'yes' or 'no'))
|
||||||
|
end}
|
||||||
|
|
||||||
|
self.sfx_button = Button{group = self.ui, x = gw/2 - 46, y = gh - 175, force_update = true, button_text = 'sfx volume: ' .. tostring((state.sfx_volume or 0.5)*10), fg_color = 'bg10', bg_color = 'bg',
|
||||||
|
action = function(b)
|
||||||
|
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
b.spring:pull(0.2, 200, 10)
|
||||||
|
b.selected = true
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
sfx.volume = sfx.volume + 0.1
|
||||||
|
if sfx.volume > 1 then sfx.volume = 0 end
|
||||||
|
state.sfx_volume = sfx.volume
|
||||||
|
b:set_text('sfx volume: ' .. tostring((state.sfx_volume or 0.5)*10))
|
||||||
|
end}
|
||||||
|
|
||||||
|
self.music_button = Button{group = self.ui, x = gw/2 + 48, y = gh - 175, force_update = true, button_text = 'music volume: ' .. tostring((state.music_volume or 0.5)*10), fg_color = 'bg10', bg_color = 'bg',
|
||||||
|
action = function(b)
|
||||||
|
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
b.spring:pull(0.2, 200, 10)
|
||||||
|
b.selected = true
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
music.volume = music.volume + 0.1
|
||||||
|
if music.volume > 1 then music.volume = 0 end
|
||||||
|
state.music_volume = music.volume
|
||||||
|
b:set_text('music volume: ' .. tostring((state.music_volume or 0.5)*10))
|
||||||
|
end}
|
||||||
|
|
||||||
|
self.video_button_1 = Button{group = self.ui, x = gw/2 - 136, y = gh - 125, force_update = true, button_text = 'window size-', fg_color = 'bg10', bg_color = 'bg', action = function()
|
||||||
|
if sx > 1 and sy > 1 then
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
sx, sy = sx - 0.5, sy - 0.5
|
||||||
|
love.window.setMode(480*sx, 270*sy)
|
||||||
|
state.sx, state.sy = sx, sy
|
||||||
|
state.fullscreen = false
|
||||||
|
end
|
||||||
|
end}
|
||||||
|
|
||||||
|
self.video_button_2 = Button{group = self.ui, x = gw/2 - 50, y = gh - 125, force_update = true, button_text = 'window size+', fg_color = 'bg10', bg_color = 'bg', action = function()
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
sx, sy = sx + 0.5, sy + 0.5
|
||||||
|
love.window.setMode(480*sx, 270*sy)
|
||||||
|
state.sx, state.sy = sx, sy
|
||||||
|
state.fullscreen = false
|
||||||
|
end}
|
||||||
|
|
||||||
|
self.video_button_3 = Button{group = self.ui, x = gw/2 + 29, y = gh - 125, force_update = true, button_text = 'fullscreen', fg_color = 'bg10', bg_color = 'bg', action = function()
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
local _, _, flags = love.window.getMode()
|
||||||
|
local window_width, window_height = love.window.getDesktopDimensions(flags.display)
|
||||||
|
sx, sy = window_width/480, window_height/270
|
||||||
|
state.sx, state.sy = sx, sy
|
||||||
|
ww, wh = window_width, window_height
|
||||||
|
love.window.setMode(window_width, window_height)
|
||||||
|
end}
|
||||||
|
|
||||||
|
self.video_button_4 = Button{group = self.ui, x = gw/2 + 129, y = gh - 125, force_update = true, button_text = 'reset video settings', fg_color = 'bg10', bg_color = 'bg', action = function()
|
||||||
|
local _, _, flags = love.window.getMode()
|
||||||
|
local window_width, window_height = love.window.getDesktopDimensions(flags.display)
|
||||||
|
sx, sy = window_width/480, window_height/270
|
||||||
|
ww, wh = window_width, window_height
|
||||||
|
state.sx, state.sy = sx, sy
|
||||||
|
state.fullscreen = false
|
||||||
|
ww, wh = window_width, window_height
|
||||||
|
love.window.setMode(window_width, window_height)
|
||||||
|
end}
|
||||||
|
|
||||||
|
self.screen_shake_button = Button{group = self.ui, x = gw/2 - 57, y = gh - 100, w = 110, force_update = true, button_text = '[bg10]screen shake: ' .. tostring(state.no_screen_shake and 'no' or 'yes'),
|
||||||
|
fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
state.no_screen_shake = not state.no_screen_shake
|
||||||
|
b:set_text('screen shake: ' .. tostring(state.no_screen_shake and 'no' or 'yes'))
|
||||||
|
end}
|
||||||
|
|
||||||
|
self.cooldown_snake_button = Button{group = self.ui, x = gw/2 + 75, y = gh - 100, w = 145, force_update = true, button_text = '[bg10]cooldowns on snake: ' .. tostring(state.cooldown_snake and 'yes' or 'no'),
|
||||||
|
fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
state.cooldown_snake = not state.cooldown_snake
|
||||||
|
b:set_text('cooldowns on snake: ' .. tostring(state.cooldown_snake and 'yes' or 'no'))
|
||||||
|
end}
|
||||||
|
|
||||||
|
self.arrow_snake_button = Button{group = self.ui, x = gw/2 + 65, y = gh - 75, w = 125, force_update = true, button_text = '[bg10]arrow on snake: ' .. tostring(state.arrow_snake and 'yes' or 'no'),
|
||||||
|
fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
state.arrow_snake = not state.arrow_snake
|
||||||
|
b:set_text('arrow on snake: ' .. tostring(state.arrow_snake and 'yes' or 'no'))
|
||||||
|
end}
|
||||||
|
|
||||||
|
self.screen_movement_button = Button{group = self.ui, x = gw/2 - 69, y = gh - 75, w = 135, force_update = true, button_text = '[bg10]screen movement: ' .. tostring(state.no_screen_movement and 'no' or 'yes'),
|
||||||
|
fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
state.no_screen_movement = not state.no_screen_movement
|
||||||
|
if state.no_screen_movement then
|
||||||
|
camera.x, camera.y = gw/2, gh/2
|
||||||
|
camera.r = 0
|
||||||
|
end
|
||||||
|
b:set_text('screen movement: ' .. tostring(state.no_screen_movement and 'no' or 'yes'))
|
||||||
|
end}
|
||||||
|
|
||||||
|
if self:is(MainMenu) then
|
||||||
|
self.ng_plus_minus_button = Button{group = self.ui, x = gw/2 - 58, y = gh - 50, force_update = true, button_text = 'NG+ down', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
b.spring:pull(0.2, 200, 10)
|
||||||
|
b.selected = true
|
||||||
|
current_new_game_plus = math.clamp(current_new_game_plus - 1, 0, 5)
|
||||||
|
state.current_new_game_plus = current_new_game_plus
|
||||||
|
self.ng_t.text:set_text({{text = '[bg10]current: ' .. current_new_game_plus, font = pixul_font, alignment = 'center'}})
|
||||||
|
end}
|
||||||
|
|
||||||
|
self.ng_plus_plus_button = Button{group = self.ui, x = gw/2 + 5, y = gh - 50, force_update = true, button_text = 'NG+ up', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
b.spring:pull(0.2, 200, 10)
|
||||||
|
b.selected = true
|
||||||
|
current_new_game_plus = math.clamp(current_new_game_plus + 1, 0, new_game_plus)
|
||||||
|
state.current_new_game_plus = current_new_game_plus
|
||||||
|
self.ng_t.text:set_text({{text = '[bg10]current: ' .. current_new_game_plus, font = pixul_font, alignment = 'center'}})
|
||||||
|
end}
|
||||||
|
end
|
||||||
|
|
||||||
|
if not self:is(MainMenu) then
|
||||||
|
self.main_menu_button = Button{group = self.ui, x = gw/2, y = gh - 50, force_update = true, button_text = 'main menu', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
self.transitioning = true
|
||||||
|
ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = state.dark_transitions and bg[-2] or fg[0], transition_action = function()
|
||||||
|
system.save_run()
|
||||||
|
main:add(MainMenu'main_menu')
|
||||||
|
main:go_to('main_menu')
|
||||||
|
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']..', font = pixul_font, alignment = 'center'}}, global_text_tags)}
|
||||||
|
end}
|
||||||
|
end
|
||||||
|
|
||||||
|
self.quit_button = Button{group = self.ui, x = gw/2, y = gh - 25, force_update = true, button_text = 'quit', fg_color = 'bg10', bg_color = 'bg', action = function()
|
||||||
|
system.save_state()
|
||||||
|
steam.shutdown()
|
||||||
|
love.event.quit()
|
||||||
|
end}
|
||||||
|
end, 'pause')
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
function close_options(self)
|
||||||
|
if not state.mouse_control then
|
||||||
|
input:set_mouse_visible(false)
|
||||||
|
end
|
||||||
|
if self:is(Arena) then
|
||||||
|
input:set_mouse_visible(state.mouse_control or false)
|
||||||
|
end
|
||||||
|
trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function()
|
||||||
|
slow_amount = 1
|
||||||
|
self.paused = false
|
||||||
|
if self.paused_t1 then self.paused_t1.dead = true; self.paused_t1 = nil end
|
||||||
|
if self.paused_t2 then self.paused_t2.dead = true; self.paused_t2 = nil end
|
||||||
|
if self.ng_t then self.ng_t.dead = true; self.ng_t = nil end
|
||||||
|
if self.resume_button then self.resume_button.dead = true; self.resume_button = nil end
|
||||||
|
if self.restart_button then self.restart_button.dead = true; self.restart_button = nil end
|
||||||
|
if self.mouse_button then self.mouse_button.dead = true; self.mouse_button = nil end
|
||||||
|
if self.dark_transition_button then self.dark_transition_button.dead = true; self.dark_transition_button = nil end
|
||||||
|
if self.sfx_button then self.sfx_button.dead = true; self.sfx_button = nil end
|
||||||
|
if self.music_button then self.music_button.dead = true; self.music_button = nil end
|
||||||
|
if self.video_button_1 then self.video_button_1.dead = true; self.video_button_1 = nil end
|
||||||
|
if self.video_button_2 then self.video_button_2.dead = true; self.video_button_2 = nil end
|
||||||
|
if self.video_button_3 then self.video_button_3.dead = true; self.video_button_3 = nil end
|
||||||
|
if self.video_button_4 then self.video_button_4.dead = true; self.video_button_4 = nil end
|
||||||
|
if self.screen_shake_button then self.screen_shake_button.dead = true; self.screen_shake_button = nil end
|
||||||
|
if self.screen_movement_button then self.screen_movement_button.dead = true; self.screen_movement_button = nil end
|
||||||
|
if self.cooldown_snake_button then self.cooldown_snake_button.dead = true; self.cooldown_snake_button = nil end
|
||||||
|
if self.arrow_snake_button then self.arrow_snake_button.dead = true; self.arrow_snake_button = nil end
|
||||||
|
if self.quit_button then self.quit_button.dead = true; self.quit_button = nil end
|
||||||
|
if self.ng_plus_plus_button then self.ng_plus_plus_button.dead = true; self.ng_plus_plus_button = nil end
|
||||||
|
if self.ng_plus_minus_button then self.ng_plus_minus_button.dead = true; self.ng_plus_minus_button = nil end
|
||||||
|
if self.main_menu_button then self.main_menu_button.dead = true; self.main_menu_button = nil end
|
||||||
|
system.save_state()
|
||||||
|
end, 'pause')
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
function love.run()
|
function love.run()
|
||||||
return engine_run({
|
return engine_run({
|
||||||
game_name = 'SNKRX',
|
game_name = 'SNKRX',
|
||||||
window_width = 480*4,
|
window_width = 'max',
|
||||||
window_height = 270*4,
|
window_height = 'max',
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
|
@ -0,0 +1,202 @@
|
||||||
|
MainMenu = Object:extend()
|
||||||
|
MainMenu:implement(State)
|
||||||
|
MainMenu:implement(GameObject)
|
||||||
|
function MainMenu:init(name)
|
||||||
|
self:init_state(name)
|
||||||
|
self:init_game_object()
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
function MainMenu:on_enter(from)
|
||||||
|
slow_amount = 1
|
||||||
|
trigger:tween(2, main_song_instance, {volume = 0.5, pitch = 1}, math.linear)
|
||||||
|
|
||||||
|
steam.friends.setRichPresence('steam_display', '#StatusFull')
|
||||||
|
steam.friends.setRichPresence('text', 'Main Menu')
|
||||||
|
|
||||||
|
self.floor = Group()
|
||||||
|
self.main = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile', 'force_field', 'ghost'})
|
||||||
|
self.post_main = Group()
|
||||||
|
self.effects = Group()
|
||||||
|
self.main_ui = Group():no_camera()
|
||||||
|
self.ui = Group():no_camera()
|
||||||
|
self.main:disable_collision_between('player', 'player')
|
||||||
|
self.main:disable_collision_between('player', 'projectile')
|
||||||
|
self.main:disable_collision_between('player', 'enemy_projectile')
|
||||||
|
self.main:disable_collision_between('projectile', 'projectile')
|
||||||
|
self.main:disable_collision_between('projectile', 'enemy_projectile')
|
||||||
|
self.main:disable_collision_between('projectile', 'enemy')
|
||||||
|
self.main:disable_collision_between('enemy_projectile', 'enemy')
|
||||||
|
self.main:disable_collision_between('enemy_projectile', 'enemy_projectile')
|
||||||
|
self.main:disable_collision_between('player', 'force_field')
|
||||||
|
self.main:disable_collision_between('projectile', 'force_field')
|
||||||
|
self.main:disable_collision_between('ghost', 'player')
|
||||||
|
self.main:disable_collision_between('ghost', 'projectile')
|
||||||
|
self.main:disable_collision_between('ghost', 'enemy')
|
||||||
|
self.main:disable_collision_between('ghost', 'enemy_projectile')
|
||||||
|
self.main:disable_collision_between('ghost', 'ghost')
|
||||||
|
self.main:disable_collision_between('ghost', 'force_field')
|
||||||
|
self.main:enable_trigger_between('projectile', 'enemy')
|
||||||
|
self.main:enable_trigger_between('enemy_projectile', 'player')
|
||||||
|
self.main:enable_trigger_between('player', 'enemy_projectile')
|
||||||
|
self.main:enable_trigger_between('enemy_projectile', 'enemy')
|
||||||
|
self.main:enable_trigger_between('player', 'ghost')
|
||||||
|
|
||||||
|
self.enemies = {Seeker, EnemyCritter}
|
||||||
|
|
||||||
|
-- Spawn solids and player
|
||||||
|
self.x1, self.y1 = gw/2 - 0.8*gw/2, gh/2 - 0.8*gh/2
|
||||||
|
self.x2, self.y2 = gw/2 + 0.8*gw/2, gh/2 + 0.8*gh/2
|
||||||
|
self.w, self.h = self.x2 - self.x1, self.y2 - self.y1
|
||||||
|
Wall{group = self.main, vertices = math.to_rectangle_vertices(-40, -40, self.x1, gh + 40), color = bg[-1]}
|
||||||
|
Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x2, -40, gw + 40, gh + 40), color = bg[-1]}
|
||||||
|
Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x1, -40, self.x2, self.y1), color = bg[-1]}
|
||||||
|
Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x1, self.y2, self.x2, gh + 40), color = bg[-1]}
|
||||||
|
WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(-40, -40, self.x1, gh + 40), color = bg[-1]}
|
||||||
|
WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x2, -40, gw + 40, gh + 40), color = bg[-1]}
|
||||||
|
WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x1, -40, self.x2, self.y1), color = bg[-1]}
|
||||||
|
WallCover{group = self.post_main, vertices = math.to_rectangle_vertices(self.x1, self.y2, self.x2, gh + 40), color = bg[-1]}
|
||||||
|
|
||||||
|
self.t:every(0.375, function()
|
||||||
|
local p = random:table(star_positions)
|
||||||
|
Star{group = star_group, x = p.x, y = p.y}
|
||||||
|
end)
|
||||||
|
|
||||||
|
self.units = {
|
||||||
|
{character = 'vagrant', level = 1},
|
||||||
|
{character = 'magician', level = 1},
|
||||||
|
{character = 'bane', level = 1},
|
||||||
|
{character = 'scout', level = 1},
|
||||||
|
{character = 'cannoneer', level = 1},
|
||||||
|
{character = 'swordsman', level = 1},
|
||||||
|
{character = 'archer', level = 1},
|
||||||
|
}
|
||||||
|
|
||||||
|
for i, unit in ipairs(self.units) do
|
||||||
|
if i == 1 then
|
||||||
|
self.player = Player{group = self.main, x = gw/2 + random:float(-48, 48), y = gh/2 + 16 + random:float(-48, 48), leader = true, character = unit.character, level = unit.level, passives = self.passives, ii = i}
|
||||||
|
else
|
||||||
|
self.player:add_follower(Player{group = self.main, character = unit.character, level = unit.level, passives = self.passives, ii = i})
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
self.title_text = Text({{text = '[wavy_mid, fg]SNKRX', font = fat_font, alignment = 'center'}}, global_text_tags)
|
||||||
|
|
||||||
|
self.arena_run_button = Button{group = self.main_ui, x = 55, y = gh/2 - 10, force_update = true, button_text = 'arena run', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
self.transitioning = true
|
||||||
|
ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = state.dark_transitions and bg[-2] or fg[0], transition_action = function()
|
||||||
|
slow_amount = 1
|
||||||
|
local run = system.load_run()
|
||||||
|
run_passive_pool = run.run_passive_pool or {
|
||||||
|
'centipede', 'ouroboros_technique_r', 'ouroboros_technique_l', 'amplify', 'resonance', 'ballista', 'call_of_the_void', 'crucio', 'speed_3', 'damage_4', 'shoot_5', 'death_6', 'lasting_7',
|
||||||
|
'defensive_stance', 'offensive_stance', 'kinetic_bomb', 'porcupine_technique', 'last_stand', 'seeping', 'deceleration', 'annihilation', 'malediction', 'hextouch', 'whispers_of_doom',
|
||||||
|
'tremor', 'heavy_impact', 'fracture', 'meat_shield', 'hive', 'baneling_burst', 'blunt_arrow', 'explosive_arrow', 'divine_machine_arrow', 'chronomancy', 'awakening', 'divine_punishment',
|
||||||
|
'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism',
|
||||||
|
'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance'
|
||||||
|
}
|
||||||
|
gold = run.gold or 3
|
||||||
|
passives = run.passives or {}
|
||||||
|
locked_state = run.locked_state
|
||||||
|
system.save_state()
|
||||||
|
main:add(BuyScreen'buy_screen')
|
||||||
|
main:go_to('buy_screen', run.level or 1, run.units or {}, passives, run.shop_level or 1, run.shop_xp or 0)
|
||||||
|
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']starting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
|
||||||
|
end}
|
||||||
|
self.options_button = Button{group = self.main_ui, x = 47, y = gh/2 + 12, force_update = true, button_text = 'options', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
if not self.paused then
|
||||||
|
open_options(self)
|
||||||
|
else
|
||||||
|
close_options(self)
|
||||||
|
end
|
||||||
|
end}
|
||||||
|
self.quit_button = Button{group = self.main_ui, x = 37, y = gh/2 + 34, force_update = true, button_text = 'quit', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
system.save_state()
|
||||||
|
steam.shutdown()
|
||||||
|
love.event.quit()
|
||||||
|
end}
|
||||||
|
self.t:every(2, function() self.soundtrack_button.spring:pull(0.025, 200, 10) end)
|
||||||
|
self.soundtrack_button = Button{group = self.main_ui, x = gw - 72, y = gh - 17, force_update = true, button_text = 'buy the soundtrack!', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||||
|
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
b.spring:pull(0.2, 200, 10)
|
||||||
|
b.selected = true
|
||||||
|
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||||
|
system.open_url('https://kubbimusic.com/album/ember')
|
||||||
|
end}
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
function MainMenu:on_exit()
|
||||||
|
self.floor:destroy()
|
||||||
|
self.main:destroy()
|
||||||
|
self.post_main:destroy()
|
||||||
|
self.effects:destroy()
|
||||||
|
self.ui:destroy()
|
||||||
|
self.main_ui:destroy()
|
||||||
|
self.t:destroy()
|
||||||
|
self.floor = nil
|
||||||
|
self.main = nil
|
||||||
|
self.post_main = nil
|
||||||
|
self.effects = nil
|
||||||
|
self.ui = nil
|
||||||
|
self.units = nil
|
||||||
|
self.player = nil
|
||||||
|
self.t = nil
|
||||||
|
self.springs = nil
|
||||||
|
self.flashes = nil
|
||||||
|
self.hfx = nil
|
||||||
|
self.title_text = nil
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
function MainMenu:update(dt)
|
||||||
|
if main_song_instance:isStopped() then
|
||||||
|
main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5}
|
||||||
|
end
|
||||||
|
|
||||||
|
if input.escape.pressed then
|
||||||
|
if not self.paused then
|
||||||
|
open_options(self)
|
||||||
|
else
|
||||||
|
close_options(self)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
self:update_game_object(dt*slow_amount)
|
||||||
|
|
||||||
|
if not self.paused and not self.transitioning then
|
||||||
|
star_group:update(dt*slow_amount)
|
||||||
|
self.floor:update(dt*slow_amount)
|
||||||
|
self.main:update(dt*slow_amount)
|
||||||
|
self.post_main:update(dt*slow_amount)
|
||||||
|
self.effects:update(dt*slow_amount)
|
||||||
|
self.main_ui:update(dt*slow_amount)
|
||||||
|
if self.title_text then self.title_text:update(dt) end
|
||||||
|
self.ui:update(dt*slow_amount)
|
||||||
|
else
|
||||||
|
self.ui:update(dt*slow_amount)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
function MainMenu:draw()
|
||||||
|
self.floor:draw()
|
||||||
|
self.main:draw()
|
||||||
|
self.post_main:draw()
|
||||||
|
self.effects:draw()
|
||||||
|
graphics.draw_with_mask(function()
|
||||||
|
star_canvas:draw(0, 0, 0, 1, 1)
|
||||||
|
end, function()
|
||||||
|
camera:attach()
|
||||||
|
graphics.rectangle(gw/2, gh/2, self.w, self.h, nil, nil, fg[0])
|
||||||
|
camera:detach()
|
||||||
|
end, true)
|
||||||
|
graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent)
|
||||||
|
|
||||||
|
self.main_ui:draw()
|
||||||
|
self.title_text:draw(60, gh/2 - 40)
|
||||||
|
if self.paused then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end
|
||||||
|
self.ui:draw()
|
||||||
|
end
|
35
player.lua
35
player.lua
|
@ -1012,6 +1012,11 @@ function Player:init(args)
|
||||||
end
|
end
|
||||||
|
|
||||||
self.mouse_control_v_buffer = {}
|
self.mouse_control_v_buffer = {}
|
||||||
|
|
||||||
|
if main.current:is(MainMenu) then
|
||||||
|
self.r = random:table{-math.pi/4, math.pi/4, 3*math.pi/4, -3*math.pi/4}
|
||||||
|
self:set_angle(self.r)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
@ -1216,19 +1221,21 @@ function Player:update(dt)
|
||||||
self.t:set_every_multiplier('attack', self.aspd_m)
|
self.t:set_every_multiplier('attack', self.aspd_m)
|
||||||
|
|
||||||
if self.leader then
|
if self.leader then
|
||||||
if input.move_left.pressed and not self.move_right_pressed then self.move_left_pressed = love.timer.getTime() end
|
if not main.current:is(MainMenu) then
|
||||||
if input.move_right.pressed and not self.move_left_pressed then self.move_right_pressed = love.timer.getTime() end
|
if input.move_left.pressed and not self.move_right_pressed then self.move_left_pressed = love.timer.getTime() end
|
||||||
if input.move_left.released then self.move_left_pressed = nil end
|
if input.move_right.pressed and not self.move_left_pressed then self.move_right_pressed = love.timer.getTime() end
|
||||||
if input.move_right.released then self.move_right_pressed = nil end
|
if input.move_left.released then self.move_left_pressed = nil end
|
||||||
|
if input.move_right.released then self.move_right_pressed = nil end
|
||||||
|
|
||||||
if state.mouse_control then
|
if state.mouse_control then
|
||||||
self.mouse_control_v = Vector(math.cos(self.r), math.sin(self.r)):perpendicular():dot(Vector(math.cos(self:angle_to_mouse()), math.sin(self:angle_to_mouse())))
|
self.mouse_control_v = Vector(math.cos(self.r), math.sin(self.r)):perpendicular():dot(Vector(math.cos(self:angle_to_mouse()), math.sin(self:angle_to_mouse())))
|
||||||
self.r = self.r + math.sign(self.mouse_control_v)*1.66*math.pi*dt
|
self.r = self.r + math.sign(self.mouse_control_v)*1.66*math.pi*dt
|
||||||
table.insert(self.mouse_control_v_buffer, 1, self.mouse_control_v)
|
table.insert(self.mouse_control_v_buffer, 1, self.mouse_control_v)
|
||||||
if #self.mouse_control_v_buffer > 64 then self.mouse_control_v_buffer[65] = nil end
|
if #self.mouse_control_v_buffer > 64 then self.mouse_control_v_buffer[65] = nil end
|
||||||
else
|
else
|
||||||
if input.move_left.down then self.r = self.r - 1.66*math.pi*dt end
|
if input.move_left.down then self.r = self.r - 1.66*math.pi*dt end
|
||||||
if input.move_right.down then self.r = self.r + 1.66*math.pi*dt end
|
if input.move_right.down then self.r = self.r + 1.66*math.pi*dt end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
local total_v = 0
|
local total_v = 0
|
||||||
|
@ -2770,7 +2777,7 @@ end
|
||||||
|
|
||||||
function Volcano:update(dt)
|
function Volcano:update(dt)
|
||||||
self:update_game_object(dt)
|
self:update_game_object(dt)
|
||||||
self.vr = self.vr + self.dvr*dt
|
if self.dvr then self.vr = self.vr + self.dvr*dt end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
@ -2782,7 +2789,7 @@ function Volcano:draw()
|
||||||
graphics.triangle_equilateral(self.x, self.y, 1.5*self.shape.w, self.hfx.hit.f and fg[0] or self.color, 3)
|
graphics.triangle_equilateral(self.x, self.y, 1.5*self.shape.w, self.hfx.hit.f and fg[0] or self.color, 3)
|
||||||
graphics.pop()
|
graphics.pop()
|
||||||
|
|
||||||
graphics.push(self.x, self.y, self.r + self.vr, self.spring.x, self.spring.x)
|
graphics.push(self.x, self.y, self.r + (self.vr or 0), self.spring.x, self.spring.x)
|
||||||
-- graphics.circle(self.x, self.y, self.shape.rs + random:float(-1, 1), self.color, 2)
|
-- graphics.circle(self.x, self.y, self.shape.rs + random:float(-1, 1), self.color, 2)
|
||||||
graphics.circle(self.x, self.y, 24, self.color_transparent)
|
graphics.circle(self.x, self.y, 24, self.color_transparent)
|
||||||
local lw = 2
|
local lw = 2
|
||||||
|
|
|
@ -88,9 +88,10 @@ function shared_draw(draw_action)
|
||||||
shadow_shader:unset()
|
shadow_shader:unset()
|
||||||
end)
|
end)
|
||||||
|
|
||||||
background_canvas:draw(0, 0, 0, sx, sy)
|
local x, y = 0, 0
|
||||||
shadow_canvas:draw(1.5*sx, 1.5*sy, 0, sx, sy)
|
background_canvas:draw(x, y, 0, sx, sy)
|
||||||
main_canvas:draw(0, 0, 0, sx, sy)
|
shadow_canvas:draw(x + 1.5*sx, y + 1.5*sy, 0, sx, sy)
|
||||||
|
main_canvas:draw(x, y, 0, sx, sy)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
43
todo
43
todo
|
@ -31,6 +31,7 @@ Looping Update
|
||||||
Summon Instability - summons explode when disappearing, dealing 100/150/200% damage
|
Summon Instability - summons explode when disappearing, dealing 100/150/200% damage
|
||||||
Changes:
|
Changes:
|
||||||
Magnetism - also attracts healing orbs
|
Magnetism - also attracts healing orbs
|
||||||
|
Enchanted - 30/60/90%
|
||||||
Healer rework:
|
Healer rework:
|
||||||
Enemies have a 8/16% chance to spawn healing orbs on death, orbs prioritize healing low health allies
|
Enemies have a 8/16% chance to spawn healing orbs on death, orbs prioritize healing low health allies
|
||||||
Cleric: creates 1 healing orb, Lv.3: creates 4 healing orbs and grants +20% healing effectiveness
|
Cleric: creates 1 healing orb, Lv.3: creates 4 healing orbs and grants +20% healing effectiveness
|
||||||
|
@ -38,7 +39,7 @@ Looping Update
|
||||||
Fairy: grants a random unit 100% attack speed for 6 seconds and creates 1 healing orb
|
Fairy: grants a random unit 100% attack speed for 6 seconds and creates 1 healing orb
|
||||||
Psyker rework:
|
Psyker rework:
|
||||||
Create orbitting, damaging balls at the head of the snake equal to the number of psykers
|
Create orbitting, damaging balls at the head of the snake equal to the number of psykers
|
||||||
Flagellant - Lv.3: deals no damage to self and grants +10% damage to all allies per cast
|
Flagellant - Lv.3: 2X flagellant max HP and grants +10% damage to all allies per cast
|
||||||
Psychic - Lv.3: gains up to 300% damage the less HP the psychic has
|
Psychic - Lv.3: gains up to 300% damage the less HP the psychic has
|
||||||
Psykino - Lv.3: gains up to 100% attack speed the less HP the psykino has
|
Psykino - Lv.3: gains up to 100% attack speed the less HP the psykino has
|
||||||
Psykeeper - creates a healing orb every time the psykeeper takes 30% of its max HP in damage, Lv.3: deal double the damage taken by the psykeeper to all enemies
|
Psykeeper - creates a healing orb every time the psykeeper takes 30% of its max HP in damage, Lv.3: deal double the damage taken by the psykeeper to all enemies
|
||||||
|
@ -52,30 +53,30 @@ Looping Update
|
||||||
* Decreased reroll cost to 8
|
* Decreased reroll cost to 8
|
||||||
* Increased sage's attack speed
|
* Increased sage's attack speed
|
||||||
QoL
|
QoL
|
||||||
Your party + items on end, death and passive screens - https://i.imgur.com/JJUddT3.png
|
Show cooldown on elite attack
|
||||||
Volume slider
|
* Options menu from buy screen
|
||||||
Add visuals divine intervention, fairy buff
|
* Add main menu
|
||||||
Options menu from buy screen
|
* Title
|
||||||
Add option for mouse cursor to always be visible
|
* Snake DVD
|
||||||
Add main menu
|
* Arena run button
|
||||||
Soundtrack button
|
* Options button
|
||||||
Arena run button
|
* Quit button
|
||||||
Options button
|
* Soundtrack button
|
||||||
Quit button
|
|
||||||
https://i.imgur.com/4hOt5uX.png "party 7/9"
|
https://i.imgur.com/4hOt5uX.png "party 7/9"
|
||||||
https://i.imgur.com/dlGbx0k.png lvl 3 effect on shop card
|
https://i.imgur.com/dlGbx0k.png lvl 3 effect on shop card
|
||||||
|
* Volume slider
|
||||||
|
Your party + items on end, death and passive screens - https://i.imgur.com/JJUddT3.png
|
||||||
|
Add option for mouse cursor to always be visible
|
||||||
|
Add visuals divine intervention, fairy buff
|
||||||
|
Change text for enchanted to "if you have >= 2 enchanters" and change text for reinforce to "if you have >= 1 enchanter"
|
||||||
Bug fixes
|
Bug fixes
|
||||||
Fix fullscreen with different resolutions that don't scale properly - https://steamcommunity.com/app/915310/discussions/0/3106901665841020282/
|
* Fixed fullscreen button and general resolution issues
|
||||||
Fix enemies still spawning after arena clear (this happens with the extra enemy spawns that were blocked earlier)
|
Fixed a series of crashes that happened rarely right before changing from the arena back to the shop
|
||||||
Kill enemies that go outside play area - https://i.imgur.com/QPgZbve.png
|
|
||||||
https://i.imgur.com/lCdPFZx.png - dvr crash, already fixed i think
|
|
||||||
https://i.imgur.com/Rk6qbDD.png - merchant doesnt give reroll if dies
|
https://i.imgur.com/Rk6qbDD.png - merchant doesnt give reroll if dies
|
||||||
|
https://i.imgur.com/1soUUdk.png - 5th position stops shooting when 1-4 die
|
||||||
|
https://i.imgur.com/G9DosVw.png - lasting 7 bug
|
||||||
https://i.imgur.com/8he1WDm.png - infinite money
|
https://i.imgur.com/8he1WDm.png - infinite money
|
||||||
https://i.imgur.com/0wZ5wma.png - max unit bugged when changing ng mid run, https://i.imgur.com/qrExpq5.png
|
https://i.imgur.com/0wZ5wma.png - max unit bugged when changing ng mid run, https://i.imgur.com/qrExpq5.png
|
||||||
https://i.imgur.com/1soUUdk.png - 5th position stops shooting when 1-4 die
|
|
||||||
https://i.imgur.com/cJMFDfc.png - lasting 7 doesnt work?
|
|
||||||
"your build" only shows alive units, this is the same problem as merchant not giving interest if dead?
|
|
||||||
https://i.imgur.com/Ta3lBui.png - Pet bug due to enemies spawning after arena is clear
|
|
||||||
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
@ -119,6 +120,10 @@ Challenge mode
|
||||||
Units die permanently when they die
|
Units die permanently when they die
|
||||||
Slower scaling with less individually threatening units
|
Slower scaling with less individually threatening units
|
||||||
Max snake size goes up every 10 levels
|
Max snake size goes up every 10 levels
|
||||||
|
Draft mode
|
||||||
|
Enemy ideas - https://steamcommunity.com/app/915310/discussions/0/3069747783691890511/
|
||||||
|
Unit ideas - https://i.imgur.com/VNMS2YV.png
|
||||||
|
Unit ideas - https://steamcommunity.com/app/915310/discussions/0/3069747783693969554/
|
||||||
|
|
||||||
|
|
||||||
--
|
--
|
||||||
|
|
Loading…
Reference in New Issue